Hayden Verde Marital Status: Second Chance This works like Couple, with the added requirement that your sim must have at least two partners/spouses over the course of his/her generation. The first partner must be in at least partner (boyfriend/girlfriend) status, and you must have at least one child by the first partner/spouse. The first partner/spouse must be moved in and everything. ... At some point after you have had at least one child by the first partner/spouse, that partner/spouse must go, either by death or break-up/divorce/separation. Then, your heir must find another sim to marry or move in. If you roll for only one child it must be by the first partner. If you roll for more than one you can divide them between the two partners however you like, so long as at least one is from the first partner. If you roll Perfect Careers or Fulfilled as goals, you may choose to reroll, since your partners may not have enough time to reach max careers or fulfill a LTW. But you may keep those rolls if you think you can manage them. If you choose to keep one of those goals, only one partner has to fulfill it, whichever one is in your control for the longest time. Number of Children: 2 Children Your generation is only allowed to have 2 children. Note that exceeding this number by having accidental twins or triplets is fine, but you must not have any more children after that. Primary Career: Freelance Photographer Sell photos you take. Secondary Career: Education Secondary Career: Science Generational Goal: Fulfilled Both your heir and their spouse (if applicable) must obtain their LTW. Changing the LTW via aspiration reward is allowed. In addition, any Wish that is "promised" (that is, pinned to the board) MUST be fulfilled. You may only cancel a promised wish if it becomes impossible to fulfill. (for instance, "play game with sim" when said sim has died.) You do not have to promise every (or any) wish, but once promised this rule applies. Miscellaneous Fun: Half-Siblings No two pregnancies or individual adoptions this generation may be with the same partner. Re-roll if you only need one child. Note that you can have half-siblings at any time in the legacy; this roll only forces you to do so. Lot's to Add: ? Science Center & Museum (aprox 250k simoleans) or ? Fishing hole & Science Center (aprox 200k simoleans) or ? Fishing Hole & Museum (aprox 150k simoleans) To say that things will get interesting for the generation 8 game play will be an understatement, especially as I'm starting the heir & one parent over on a new island. I was happy to see that Hayden got the violet/lavender eyes from the founder Kylie, who knows if the red hair will ever come back.
As you probably noted at the end of the gen 7 post I've included city hall & a mausoleum on the island, this will allow Hayden to register as self - employed once he can learn the camera skill. I'm also planning on trying to get a few npc's as good or better friends and convince them to move in to add a few houses to the island before Hayden reaches young adult. Since education has been cleared once if I can get 4 houses on the island before Hayden reaches maturity I'll add the school in somewhere along Port road. Same will apply to the military base & police station, since they can't be owned. Cole having level 8 guitar skill should help out a lot with getting a few houses (4 to 6) added to the island early on. How long Cole is around after Hayden becomes a teen is undecided at this time. I had two reasons for moving to a new world even though there was no roll to move. * Industrial Island where the Verde's had started was filled to max capacity, and very few of the townie NPC's were unrelated to the Verde's. * Game kept crashing; either due to being overly full, or because I had added in all of the ep's on top of the island being full & being started base only.
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Generation 7 Roll Marital Status: Step Children This roll works exactly like Couple, with the added requirement that the spouse or unmarried partner must already have one or more children who are not your sim's biological children. These children must come with their parent into your household. You are allowed to exceed the number of children rolled in section B when moving in the spouse (example: if you rolled 2 kids, and the spouse/partner has 3 little ones, you may take in all of them). You may also exceed the limit in order to produce biological children with the new spouse, but only by one pregnancy, and only if not having a biological heir bothers you. If the spouse/partner brings you less children than required by your roll, your sim must make up the difference by any means--biological or adoption-- in order to reach the total you rolled. The heir may be any of the children: biological, adopted, or a step-child. Number of Children: 4 Children Your generation is only allowed to have 4 children. Note that exceeding this number by having accidental twins or triplets is fine, but you must not have any more children after that. Primary Career: Culinary Secondary Career: Dumpster Diver One Sim's trash is another's Sim's primary source of income. Dive into dumpsters to find items to sell (patch 1.50). If your Sim has the Slob trait, they may also rummage through the neighbors' garbage pails for saleable items. If you are really desperate, you may also sell scrap you find by digging through junk piles at the junkyard. Generational Goal: Idle Career Your sim won't make any effort in his/her career. Don't learn any skills, read any books or do any opportunities for the career. If you reach the top of your career's level, it won't be because of your efforts, but only because it's just YOU. If you've rolled a C2-career, you are allowed to learn only 2 levels per week for the required skill (so maxing the skill during the child or teenage stages would be a good option). If you’ve rolled for the adventurer career, you’re only allowed 2 travels per week. Miscellaneous Fun: Luxury Replace the furniture of any room by the highest quality in the catalog. (Highest quality means having the maximum number of + signs in the object description. Not necessarily the most expensive item). Reroll if you've also rolled Living Green as your goal for this generation. Lots to add: Bistro - Maxed Cooking, and buy (not partner) the rabbithole. ($37,500) or Diner - Maxed Cooking, and buy (not partner) the rabbithole. ($24,000) - Completed & ??? Day Spa - Buy (not partner) the rabbithole (no skill requirement). ($50,000) Generation 6 Roll
Marital Status: Single Parent The single parent must raise all required children on his/her own, which means a spouse/partner isn't allowed to live in the same household as the single parent and the children. The single parent may romance as much as they like, but moving in a partner to help raise those kids is what's forbidden. Your single parent Sim may marry or have a live in partner before the first child is born or adopted, but that spouse/partner must be moved out of the household within 24 hours after the first child is born or adopted. After the first child is born, male single Sims may move in the mothers of subsequent biological children for the pregnancy only. The mother must leave the household within 24 hours after the baby is born. Single males may also use other methods, including mods or cheats, of adding their babies to the household without ever moving the mother in at all. The restriction on moving in the single parent's partner is removed once their youngest child has reached the mid point of the teen age stage (7 days for the unaltered normal lifespan; if you've tweaked the teen stage, it's whatever the halfway point is for your custom stage). After the youngest has reached the mid point of the teen stage, your single Sim may then move in or marry one partner, if you so desire (this obviously isn't required). The partner can be anyone. Number of Children: 2 Children Your generation is only allowed to have 2 children. Note that exceeding this number by having accidental twins or triplets is fine, but you must not have any more children after that. Primary Career: Criminal (Thief) Generational Goal: Perfectionist Choose a skill for your Sim to be perfect at. Your Sim must max this skill, and also complete all skill challenges related to this skill (found in the Skill Journal of your Sim's Skill Panel), except in cases where the skill challenge requires your Sim to make money to complete the challenge. Exceptions example: in the instruments skill challenge, Money Maker requires your Sim to earn 25k in tips and cannot be completed unless your Sim rolled Busker, and the writing skill, which requires you to earn royalties and therefore cannot be completed unless your Sim rolled writer as a career, and in the mixology skill's Master Mixologist challenge, which requires your Sim to earn money moonlighting at bars, and cannot be completed unless your Sim has rolled Mixologist as a career. Another exception in the Mixology skill challenge is for Professor of Drinks, which can't be completed unless you have every type of bar in your neighborhood (learning all the drinks requires all the bars be available to learn their unique drinks.) So, if the town you are playing in does not have every type of bar in place, you are exempted from completing Professor of Drinks. There may be other skill challenges that we have not noticed which cannot be completed because they require skill based income, or something that's unfair to expect every town to have, etc. If you find one, please report it in the MTS thread; those challenges will be specifically exempted as well. Miscellaneous Fun: Live Your Trait Choose one of your heir's 5 traits to live by. The heir, starting at YA age, will have to do something every day that reflects this trait, and must fulfill any wishes that come up that are related to this trait, up to 5 wishes a day. If your heir rolls more than 5 trait related wishes in a day, you only have to do 5, though you can certainly do more. (Except for wishes related to the trait that would require you to break the income restriction rules). It's not required to complete the wishes on the same day they are rolled, but try to complete them as soon as you can. Not every trait will be suitable for this rule, so you must be sure when choosing traits for your heir that you pick one that can be used for this rule. It must be a trait that allows you to actively do something every day for this trait and gives you wishes you can fulfill. For example: artistic, athletic, virtuoso, neurotic, good, evil etc are good, but clumsy, loner, can't stand art, lucky, unlucky, etc. are not good. Your heir can have these traits, but you must have one trait with related activities and wishes to choose as your dominant trait. Lots to add: Criminal Warehouse - Maxed Athletics and Logic, and buy (not partner) the rabbithole. ($50,000) Library - Maxed Writing, and must purchase the lot. ($36,000 + $35,000 for lot build up for 1 star) Everything in bold green font has been added.
Bold italics means I need to have the family re-buy the lot, after my goof when I moved gen 4. For science since I goofed it up, a future generation will have to redo the science career. This list is an excerpt from The "Nothing Is Free" Challenge post at MTS and only has base game lots. It should be noted that neither this list nor the full list linked has a community garden on it, because the gardens found in Riverview or other ea towns are generally listed as small park or some other option, it's the same for children's play parks. I also learned that the lot requirements when building in s4 also exist in s3, but because I had never previously had a sim buy the lot and build it up I had not seen the buy & build requirements. Yes they bug me in 3 as much as 4. Community Lots - Each one has some sort of requirement: - Base Game Rabbitholes: Criminal Warehouse - Maxed Athletics and Logic, and buy (not partner) the rabbithole. ($50,000) Bistro - Maxed Cooking, and buy (not partner) the rabbithole. ($37,500) Bookstore - Maxed Writing, and buy (not partner) the rabbithole. ($27,000) Day Spa - Buy (not partner) the rabbithole (no skill requirement). ($50,000) Diner - Maxed Cooking, and buy (not partner) the rabbithole. ($24,000) Grocery Store - Maxed Gardening and buy (not partner) the rabbithole. ($27,000) Hospital - Maxed Logic, and buy (not partner) the rabbithole. ($105,000) Office Building - Maxed Charisma and Writing, and buy (not partner) the rabbithole. ($58,000) Science Lab - Maxed Gardening, Handiness, and Fishing, and buy (not partner) the rabbithole. ($140,000) Stadium - Maxed Athletics and buy (not partner) the rabbithole. ($115,000) Theater - Max any instrument (Guitar, Bass, Drums, Piano) and Logic. ($58,000) City Hall - Maxed Charisma (no money requirement). Can't be owned*. Graveyard - Must purchase the lot (no skill requirement). $26,200 cost varies by lot size. Military Base - Maxed Handiness and Athletics (no money requirement). Can't be owned*. Police Department - Maxed Logic, Athletics, and Painting (no money requirement). School - Maxed Charisma and Logic (no money requirement). Can't be owned*. - Base Game Other Lots: Lot values vary by size & each lot will have a build up value to get a star rating Art Gallery - Maxed Painting, and must purchase the lot. Beach - Maxed Athletics or Scuba Diving, and must purchase the lot. Big Park - Maxed Logic and Gardening, and must purchase the lot. Fishing Spot - Maxed Fishing, and must purchase the lot. Gym - Maxed Athletics, and must purchase the lot. (Lot value once built up must be 70,000 or more to earn a star & income.) Library - Maxed Writing, and must purchase the lot. Pool - Maxed Athletics, and must purchase the lot. Small Park - Maxed Gardening (no money requirement). Visitors Allowed - No requirements, see Rule #5. No Visitors Allowed - No requirements, see Rule #5. - Rule 5 5. You may not abuse lots you don't have to buy by putting fancy skilling or mood boosting objects there so that your Sims don't have to buy them at home are not. Landscaping, tables and benches, that sort of thing is fine. Hot Tubs and grand pianos are not. Rabbithole lots should mainly be the rabbithole and landscaping. "Visitors Allowed" and "No Visitors Allowed" lots should be used sparingly and only for places without much in them (a lot that's merely a fancy pedestrian walkway or a subway station would be good examples). Small parks should be just that - if you can fish there then it's a fishing spot, and if it has skilling objects like chess tables it's a big park. The only non-decorative objects in Salons and Junkyards besides what you're there for (stylist and tattoo stations for the former, scrap piles and junk in the latter) is maybe a bathroom. Fire Stations need to be more fully outfitted to keep everyone working there happy, but I think you get the picture: be reasonable. * city hall, the military base, and school might be own-able but so far I haven't seen a cost for those lots. Ps, at roughly 2 +/- lots per generation there will be up to 8 or 9 generations to go after generation 5. Generation 5 Roll
Stevie Verde; athletic, brave, natural born cook, virtuoso, genius Marital Status: Couple Your sim must obtain a spouse or partner to live with them in the household. The spouse or partner does not technically have to be the father/mother of the children, but they must be present in the household. Number of Children: 2 Children Your generation is only allowed to have 2 children. Note that exceeding this number by having accidental twins or triplets is fine, but you must not have any more children after that. Primary Career: Law Enforcement (Super Spy) Secondary Career: Farmer/Nectar MakerGrow and sell your own produce or your bottles of nectar. You'll have to choose between these two options when you register at city hall, since they are two different self-employed careers! However, you may register as either, and do both. Also, if you have the Supernatural expansion pack, your farmer/nectar maker sim may sell honey and wax from their own bee hives. Also in the Supernatural EP, your farmer Sim may compete in the daily gardening competition held at the fairy arboretum rabbithole. NOTE: the heir may take over the family's existing garden, if a garden does exist, but may only sell produce they harvest themselves. NOTE: Nectar making is exclusive to World Adventures. Generational Goal: Hobby, or Obsession? Pick a "Hobby" for your Sim, based on their traits, or on their character as you see them. The heir (and spouse where applicable) must spend at least 5 Sim hours a week pursuing their hobby. Your Sim must not make money from this hobby. If you use writing, then only use "Practice writing" and not "Write a book". Miscellaneous Fun: Fashion Diva Your Sim like to keep up with the latest trends. They must Plan Outfit and change at least ONE of their outfits at least once a Sim week (Sunday AM to Saturday PM). Making extra outfits is also allowed if you don't want to lose the one you have. Lots to add: ??? Poll at https://mamadragonsfeb2016s3apocalypsechallenge.wordpress.com/2017/05/06/this-poll-is-for-the-verdes/ Community Garden, Big Park, Diner, or Theater Update 5/13/2017 The poll is now officially closed the final votes are as follows Diner 47.37% (9 votes) Community Garden 31.58% (6 votes) Big Park 10.53% (2 votes) Theater 10.52% (2 votes) Total Votes: 19 Update 5/13/2017
The poll is now officially closed the final votes are as follows Diner 47.37% (9 votes) Community Garden 31.58% (6 votes) Big Park 10.53% (2 votes) Theater 10.52% (2 votes) Total Votes: 19 There are 4 possible lots that would work well for generation 5 to add to the island, but only two can added. You can take the poll at Wordpress or drop a comment on your choices here. A big park would build up the currently empty lot that currently everyone just hangs out on and tosses around balls or reads a book. Requires maxed Logic and Gardening. Community garden would take the pressure off of maintaining a home garden for fresh produce. Only requires maxed gardening. Diner, it would be nice for sims to have someplace to eat out once in awhile. Requires maxed cooking skill Theater, like the diner it would give sims another place to go. Requires maxed guitar and logic skills. This poll will stay open longer than the heir choice one, as there is much more time before a final choice has to be made. Generation 4 Goals Marital Status: Couple with 'Help' This roll is a combination of the Couple roll and the Single Parent with 'Help' roll. Your sim must obtain a spouse or partner to live with them in the household. They must also move in a non-romantic sim to help raise the children. The 'helper' may have children of their own, but is not allowed to move in a partner. This sim's children count towards the total rolled. All children in the house must live by that generation's rules. The helper may move out when the heir comes of age, just like the previous heir, but that is not required. Number of Children: 4 Children Your generation is only allowed to have 4 children. Note that exceeding this number by having accidental twins or triplets is fine, but you must not have any more children after that. Primary Career: Military Secondary Career: Law Enforcement (Super Spy) Primary Career: Artist Paint or sculpt (or both!) and sell the finished products. Generational Goal: Change of Scenery Your Sim is fed up of the same 4 walls and wants to move. Re-roll if generation 1. Either: 1. Delete everything in your house which isn't Sim made (paintings, etc.), a career trophy, or from a vacation world. Then demolish your house, and build a new one from scratch. 2. Place a pre-built house somewhere in your town and move into it. 3. Move into another existing house in your town. 4. Move your Sims to a new town. If you choose this option, then for neighborhood continuity reasons your Sims may NOT move into a town your legacy has already lived in. Also if choosing this option, you may choose to keep your old house, but plop it down somewhere in the new town. Miscellaneous Fun: Hands Off You may not use the robotic hand of god function in awesomemod, or otherwise use your mouse to move things from one inventory to another, clean up laundry, dirty plates, etc. Let those sims clean up after themselves for a while. All items for careers must be sold in the Consignment Store (Ambitions), or to rabbitholes that will buy them (i.e. a gardener career Sim may sell produce to the grocery store). Primary Lots to add: Military Base - Maxed Handiness and Athletics (no money requirement). Gym - Maxed Athletics, and must purchase the lot. $71,200 Might try to add the police department lot for the spouses career since it doesn't take money just maxing skills. Notes: After Midori moved into her new home with Zach I discovered a flaw, or hiccup if you will, to the game. To which I'm putting the storied spin of "I'm not dead yet and you have to share with your twin." The ownership of the 4 community lots didn't travel with Midori when she moved to the new lot, even though she retained the family funds. An additional hiccup is the food from the fridge didn't travel with her either, so she's going to have to make a trip home to raid the family garden. So in addition to working on her skills for her career, she will be gardening a fair bit as will Zach. Funding goals, in addition to the money needed to build a gym, she is going to also need to raise funds to become partners in each of the 4 lots owned by her dad, and with luck eventually buy out her twins shares. I'm not sure if that could have been avoided, had I/she waited until after Donte and Lea had passed on of old age or if the ownership would have stayed tied to the old lot and her twin. I was in to much of a hurry to move on to a new lot to find out. To me it made sense for the spouse to be an athletic individual, and I still don't know who her spouse will be as she has many choices. Since their are to be 4 children, Zach will be staying single - his traits just aren't conducive to pairing off easily, I don't know which of the 4 will be heir especially as they're not even in existences yet. :) Even though I've called the change of scenery goal completed all ready there is still a chance that Midori might move yet again, or raze the existing house and rebuild from scratch at a later date since her new home was thrown together quickly without much thought for a large family. Generation 3 Goals
Marital Status: Couple (Yay, I did a happy chair dance.) Your sim must obtain a spouse or partner to live with them in the household. The spouse or partner does not technically have to be the father/mother of the children, but they must be present in the household. Number of Children: 1 Child (Nutters!!) Your generation is only allowed to have 1 child. Note that exceeding this number by having accidental twins or triplets is fine, but you must not have any more children after that. Primary Career: Donte's - Journalism Skill Based: Writing 10/10 Charisma 6/10 Secondary(Spouse) Career: Music (Classical) Skill Based: Guitar 6/10 Logic 5/10 Generational Goal: Expansionist (Completed - Elder suite for Kyle Jr on the 1st floor) Put at least one major expansion onto your house during this generation. Examples of expansions a new nursery with space for all the toddler toys and an attached outdoor playground, a guest apartment for the previous generation elders to live in, or an artist's retreat with room for painters, sculptors and drafters to practice their art. Miscellaneous Fun: Gourmet Your sims must cook their favorite meal at least once, as well as the favorite meals of every active member of the household. If you have this goal, you're not allowed to change your sim's favorite meals (by using the reward for instance). The only exception is for players that have WA and don't want to travel. These ones are allowed to reroll until they obtain a meal they can cook in their neighborhood. If you have this goal in generation 1, use the random button to select your sim's favorite meal, color and music. If you have pets, every pet meal must be cooked. All meals must be of normal quality or higher. LTW: Donte - Illustrated Author Lea - Surrounded by Family (she needs about 5,000 more ltr points before she can get a new LTW since this one is incompatible with the generational goals.) Lots to Add: Career: Office Building - Maxed Charisma and Writing $58,000 LTW/Skill Add: Library Writing + $36,200 ?? Misc: Graveyard How many lot's get added will depend on how well Donte and Lea earn income. The family is earning $4,000 a week from the two stores. Heir: Kyle Jr
In the end it was traits over DNA that won out for my selection of heir. As much as I wanted the gen 2 heir to have Kylie's lavender eye color in addition to the red hair, it was Kyle Jr's rolls for trait & LTW that cinched his fate to become the heir. Traits: Loves the Outdoors, Easily Impressed, Kleptomaniac (not a fan of this one), Great Sense of Humor, and Lucky LTW: Professional Author Random Legacy Challenge Roller Marital Status: Single Parent The single parent must raise all required children on his/her own, which means a spouse/partner isn't allowed to live in the same household as the single parent and the children. The single parent may romance as much as they like, but moving in a partner to help raise those kids is what's forbidden. Your single parent Sim may marry or have a live in partner before the first child is born or adopted, but that spouse/partner must be moved out of the household within 24 hours after the first child is born or adopted. After the first child is born, male single Sims may move in the mothers of subsequent biological children for the pregnancy only. The mother must leave the household within 24 hours after the baby is born. Single males may also use other methods, including mods or cheats, of adding their babies to the household without ever moving the mother in at all. The restriction on moving in the single parent's partner is removed once their youngest child has reached the mid point of the teen age stage (7 days for the unaltered normal lifespan; if you've tweaked the teen stage, it's whatever the halfway point is for your custom stage). After the youngest has reached the mid point of the teen stage, your single Sim may then move in or marry one partner, if you so desire (this obviously isn't required). The partner can be anyone. (Arg! of all the rotten luck, on the upside this guarantees at least 3 additional houses will be added to the game for generation 2. Which will bring the island up to 4 or 5 occupied houses. So generation 3 might be the generation to get city hall & the cemetery built no matter the career roll.) Number of Children: 2 Children Your generation is only allowed to have 2 children. Note that exceeding this number by having accidental twins or triplets is fine, but you must not have any more children after that. Primary Career: Education I'm using this as a way to get the school built on the island, after this generation it will no longer be a career option. Metrics I'm going to use are the skills needed for the Ambitions based career Charisma 10 (or as high as possible) & Logic 10, I'm also tossing on two of the Skill challenges for logic. From Carl's Guide Teacher Extraordinaire You'll get this after twenty hours of tutoring a schoolage Sim. Your Sim will tutor Sims a bit faster once they've completed the challenge. Note that this feature is available at level 5, after which you can begin tutoring children, so if your Sim has kids, you can get started early! Skill Professor At level 10 in the logic skill, your Sim can teach other Sims the skills they know. At 30 hours completed teaching skills, this challenge is done, and will increase the rate at which your Sim teaches other Sims skills. Note if for any reason tutoring children is not available, because there currently isn't a rabbit hole school building then I'll wave that part. Generational Goal: Fulfilled Both your heir and their spouse (if applicable) must obtain their LTW. Changing the LTW via aspiration reward is allowed. In addition, any Wish that is "promised" (that is, pinned to the board) MUST be fulfilled. You may only cancel a promised wish if it becomes impossible to fulfill. (for instance, "play game with sim" when said sim has died.) You do not have to promise every (or any) wish, but once promised this rule applies. Miscellaneous Fun: Hands Off - Not compatible with game yet, as dumpster diving and collecting will once again have to be primary source of income for generation 2. You may not use the robotic hand of god function in awesomemod, or otherwise use your mouse to move things from one inventory to another, clean up laundry, dirty plates, etc. Let those sims clean up after themselves for a while. All items for careers must be sold in the Consignment Store (Ambitions), or to rabbitholes that will buy them (i.e. a gardener career Sim may sell produce to the grocery store). The Reroll Miscellaneous Fun: No Strangers You may not call any service sims to the lot. This includes pizza delivery sims and babysitters; if both of your sims have to work, tough! Lots to add: Career - School - Maxed Charisma and Logic (no money requirement). Trait/LTW - Kyle Jr's traits don't really lend to any additional lots, his LTW want though lends itself to two more possible lots; library & the bookstore. Bookstore - Maxed Writing, and buy (not partner) the rabbithole. ($27,000); Library - Maxed Writing, and must purchase the lot. He'll aim for the bookstore, but hope for both. Community add on - Chess table(s) to the park - At level 10 logic The rolls for my founder, note I had to reroll the bottom 3 until I got something that fit with how the game will be starting. Marital Status: Single Parent Number of Children: 2 Children Primary Career: Science Generational Goal: The Opportunist Your Heir must complete ALL Opportunities that they are presented with, with the exception of ones relating to travel. You may also skip Celebrity related opportunities if you are trying to avoid the celebrity system in this game. An opportunity can only be canceled if it becomes impossible to complete (due to the Sim who gave it to you dying, EA bugs etc.) Miscellaneous Fun: The Joker If you roll this, then you do not have a "Misc Fun" objective for this generation. You also have a "Get Out of Jail Free" Card, so to speak. You are allowed ONE extra re-roll of Challenge objectives. You may spend the Joker on any roll in any generation after it's rolled (including the one it's rolled for). Note that you're only allowed to re-roll for a single category. Additional goals: Get at least one rabbit hole, if not two placed before my founder dies of old age. Rabbit holes aiming for: * General Store - will need to complete the perfect garden LTW, and the Perfect Aquarium LTW. * Science Center - the same req's as the general store plus level 5 or higher in handiness skill Non Rabbit hole goal: Once the perfect garden LTW is completed add 3 common & 1 uncommon plants to the park as 'wild' plants. _____________________________________________________________________________ Notes: I had really hoped for couple or 'with help' but single parent it is. Like an apocalypse challenge, there's not going to be to much for the gen 1 sim to do, unlike an apocalypse clearing careers won't be required for things like food, showers, pools and so on. Any lamps she fishes out of the dumpster will have 'candles' in the place of bulbs since or I'll trade them in buy mode for a candle light since there won't be any electricity early on. Science career works for me in that it uses gardening, fishing, and handiness skills for it's metrics. My founders LTW is a perfect garden and my goal is to fill that LTW while also maxing the fishing skill and getting to at least level 5 in handiness. Update: According to Sims Wikia a sim needs Skills Gardening 5-9, Handiness 5-7, Fishing 2-5 by career level 7 for Science, so I'm adjusting the career skill goals to level 10 for all three skills. Since there are no rabbit hole buildings for gen 1, my founders income sources will be from: dumpster diving (as will the bulk of her furniture), gardening, fishing, and collection gathering. Until a rudimentary 8x8 is up I won't be allowing my sim to keep any furniture or decor found at the dumpsters. My sim will only be allowed to dumpster dive once per sim day. She won't be keeping any decor items found until after she has the following basic items in her home; bed, couch(es), stove, fridge, counters (2 minimum), shower/tub, toilet, and 2 sinks. The only furniture I'll be buying via buy mode are items I usually don't encounter when dumpster diving, plumbing, fridge, stove. |
Mama Dragon40s almost 50s mother and grandmother, who also enjoys sims. Categories
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June 2020
Random Legacy Progress
Generation 8 Goals
Martial Status: Second Chance Children: 2 Primary Career: Freelance Photographer Secondary Career: Education Secondary Career: Science Generational Goal: Fulfilled Miscellaneous Fun: Half-Siblings Lot's to Add: ? Science Center & Museum (aprox 250k simoleans) or ? Fishing hole & Science Center (aprox 200k simoleans) or ? Fishing Hole & Museum (aprox 150k simoleans) Generation 7 Goals
All gen 7 goals were completed before Thomas even moved out, or within the first sim week of game play. Marital Status: Step Children Children: 5/4 Primary Career: Culinary Secondary Career: Dumpster Diver Generational Goal: Idle Career Miscellaneous Fun: Luxury Lots to add: Bistro - Completed Day Spa - Buy (not partner) the rabbithole (no skill requirement). ($50,000) Times I've used cheats:
Gen 1: * Set family funds to $0. * Killed off Kylie's parents of old age. * Added Rufus to the family to move him to a different lot in town. Gen 2: * Had Natasha eat 3 life fruit to extend her age. * Used tce true to trigger Natasha's age transition from adult to elder and then to death. Gen 5: * Took the 3 possible heirs into cas, for YA headshots. Gen 7: tce + cas to change the last names of both girls to Verde when they became toddlers. Also snuck a peak at their YA stage to see if heir was going to be obvious or if a poll would be needed. Gen 8: Saying goodbye to Julia. And changing out the mailbox & trash can on the new home lot. Tce family funds to 0, shipwrecked = another broke start after camp set up. ;) Lastly tce add to family, while game was paused to add three households in addition to the Verde's to the island. Goofs! Oops! Oh Crap! * This applies to gen one but I didn't catch it until gen 3. I was supposed to have $140,000 and Buy the science building. I haven't decided how I'm going to handle this ... but I think I know what I'll be doing. :( Random Legacy Progress Past Generations
Generation 1 Goals
Completed All Goals Single Parent Children 2: 2/2 Career Science: Skill based Gardening 10/10 Fishing 10/10 Handiness 10/10 Gen Goal: Opportunist Misc Fun: Joker ~*~ ~*~ ~*~ Lots To Add Science: 3/3 Completed Grocery Store: Completed LTW Add: Wild Plants to Park - Completed Generation 2 Goals
Completed All Goals Single Parent - Completed Children: 2/2 Career: Education - Skill based - Completed Charisma 10/10 Logic 10/10 Skill Professor 31.45/30 Gen Goal: Fulfilled - Completed LTW - Professional Author $4,209/$4,000 Misc Fun: No Strangers ~*~ ~*~ ~*~ Lots To Add Career: School 2/3 LTW Add: Book Store - Completed Skill Add: Chess tables to Park - Completed Generation 3 Goals
Marital Status: Couple - Completed Children: 2/1 oops! Twins - completed Primary Career: Journalism - Completed Skill Based: Writing 10/10 Charisma 10/10 Secondary(Spouse) Career: Music (Classical) - Completed Skill Based: Guitar 10/10 Logic 10/10 Generational Goal: Expansionist - Completed Elder suite for Kyle Jr on the 1st floor Misc Fun: Gourmet 5/5 (old - 2/4) - Completed LTW: Illistrated Author - Completed Lots to Add: Career: Office Building - Maxed Charisma and Writing + $58,000 - Completed LTW/Skill Add: Library Writing + $36,200 - Not Completed ? Misc: Graveyard $26,200 - Completed Generation 4 Goals:
Gen 4 Completed all Goals Marital Status: Couple with help - Completed Children: 4/4 Career: Military - Completed Athletic 10/10 Handiness 10/10 Secondary Career: Law Enforcement (Super Spy) - Completed Athletic 10/10 Logic 10/10 Help's Career: Artist Painting 10/10 - Completed Gen Goal: Change of Scenery - Completed Misc Fun: Hands Off ~*~ ~*~ ~*~ Lots To Add Career: Military base - Completed Skill Add: Public Gym Athletic 10/10 - Completed Spouse Career Police Department - Maxed Logic, Athletics, and Painting (no money requirement). - Completed Since Zach their cousin lives in the house I'm using his maxed art skill, combined with Jamal's maxed skills for the requirements. Generation 5 Goals
Marital Status: Couple - completed Children: 2/2 Career: Law Enforcement (Super Spy) - completed Secondary Career: Farmer - completed Generational Goal: Hobby, or Obsession - completed Miscellaneous Fun: Fashion Diva - completed Lots to add: Community Garden - Max Gardening 10/10 & 24,600 - completed Diner - Max Cooking Skill 10/10 & $24,000 - completed Generation 6 Goals
Marital Status: Single Children: 2/2 Career: Criminal (Thief) Skill based - completed Athletic 10/10 Logic 10/10 Generational Goal: Perfectionist - completed Miscellaneous Fun: Live Your Trait - completed Lots to add: Criminal Warehouse - completed Library - completed |